198,617 Commits over 4,140 Days - 2.00cph!

2 Months Ago
Can now log client FPS to a file using fps.startlogging. Use fps.stoplogging to stop the logging, it will logged into a file.
2 Months Ago
Inventory redesign
2 Months Ago
Update: implement missing logic for both GatherAssets and Process - GatherAssets now respects all relevant settings and sorts paths - implemented Process that works on a batch of objects Tests: only GatherAssets has been checked (confirmed reduction of assets due to config use)
2 Months Ago
Update: exposing prefab preprocesing from GameManager Tests: none, simple change
2 Months Ago
Update: List and Array Shuffle range overloads Tests: none, trivial code
2 Months Ago
Perm Store design
2 Months Ago
Weekly skins tab new design
2 Months Ago
Added better light scattering for the volumetric god rays
2 Months Ago
Boleadoras - Initial engine setup as a modified combat knife, with working ragdoll hit effect on players and placeholder models for viewmodel, worldmodel, entity and projectile (and it spins properly!). Updated manifest
2 Months Ago
material changes to dog kennel
2 Months Ago
Optim: replace prefab search logic with editor manifest lookups - commented out a bunch of code for quicker iteration, wil lrevert later - doesn't account for monument duplication/probability Significantly faster because we don't load any assets in the process - goes from 30s+ down to 15ms Test: tried to procgen default editor map
2 Months Ago
Update: Sort editor manifest by path Allows to do faster lookups Tests: ran in the editor
2 Months Ago
turned emissive off on miner hat material so its not always on on world model
2 Months Ago
Re-applied Planner.Server changes
2 Months Ago
merge from main
2 Months Ago
merge from debug_draw_fixes
2 Months Ago
merge from miner_hat_metal_to_specular
2 Months Ago
merge from /f1grenade_standard_to_specular_fix
2 Months Ago
merge from large_wood_box_floor/large_wood_box_floor
2 Months Ago
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2 Months Ago
merge from crossbow_workshop_duplicate
2 Months Ago
merge from computer_station_chat
2 Months Ago
merge from rock_formation_fix
2 Months Ago
merge from building_los_fix
2 Months Ago
alternativeLOSChecks_enabled true by default
2 Months Ago
test commit, who dis? - it's pedro. and this is a dog kennel. oof oof
2 Months Ago
merge from building_los_fix
2 Months Ago
Added a new setting in Construction to disable the use of the last valid placement Enabled for walls, floors and foundations
2 Months Ago
sub navigation, more featured content styling
2 Months Ago
Added initial volumetric god rays implementation
2 Months Ago
merge from main
2 Months Ago
merge from ballista_climb_fix
2 Months Ago
Moved mount chaining up from BaseVehicle to BaseMountable + some cleanup in Climb_ShowIf Disabled mount chaining on static ballista, fixes "Climb" interaction showing up when mounted near a ladder
2 Months Ago
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2 Months Ago
merge from oldhorse_purge
2 Months Ago
Removed old horse protobuf
2 Months Ago
merge from main
2 Months Ago
Revert changes to terrain maps, fix inaccurate heights by setting ignoreMipmapLimit on heightmap
2 Months Ago
Merge from industrial_perf_improvements
2 Months Ago
Some server industrial conveyor performance improvements -Cache at the start of a run if an output has empty slots, that way if an item isn't stackable we can immediately rule out the entire container instead of iterating over the whole thing -Compare slots by item id rather than object comparer -maxItemStacksMovedPerTickIndustrial convar is now enforced across an entire conveyor move operation rather than per input (this will slow industrial systems down, we may want to evaluate raising the default convar from 12) These changes take a problematic conveyor configuration from 670ms to 12ms processing time
2 Months Ago
Track total possible instance count and recreate buffer if required
2 Months Ago
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2 Months Ago
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2 Months Ago
Merge from main
2 Months Ago
Fixed floating rock_formation_g on some seeds
2 Months Ago
Update: initial work on parallelizing prefab loading during editor procgen Loads too quickly(0.2s instead of 90) - I feel like it only loads the root-level gameobject, instead of the entire hierarchy. Will continue later. Tests: ran it once, got some telemetry, but already certain it's wrong.
2 Months Ago
Hura crepitans saplings / meshes, prefabs and spawn setup
2 Months Ago
Fix compile error